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AEROSOFT flightsimulator 2012

Flight Unlimited's?

No, thanks. No autogen = bad engine. ;)



Bjoern...

Think outside the box! I keep telling you that, lol...

Walk with me..

<-- sound of foot steps in background


FS9 and FSX have tons of legacy (antique original code) still in them that are said to not even be used anymore. In programs, you have added on sections, such as Autogen, shaders, maps, the earth mesh or certain terrain zones, etc.

Thus, an engine should be able to be modified to have other features quite easily enough. At least that is what I am lead to believe.

Thus, you could take an old engine, and soup it up to higher performance and add all the little bells and whistles.





There is some game engine out that Jess Lambert showed me that was pretty impressive. I think it was nearly freeware or was open source or extremely cheap and had space as well as atmosphere. I tried a basic game in it and it was pretty interesting, but the base structures in the engine were very rough.

One could possibly make up a basic sim and only have say one country to start with and start expanding on that.

Would be a cool science project. An experiment to make ones own Flight Sim, lol..



Bill
 
How about a licence deal: Google Earth does all the scenery bits and X-plane does all the flying bits, job done.
:173go1:
Ooh I sense a business opportunity...
 
Call me weird, but i actually don't mind having a "not-seamless" flightsim world. Before you think i'm crazy, read below:

- A seamless world makes a lot of things difficult to do. It's definitely do-able (as in FSX, and FS9), but at the expense of sacraficing other things (detailed graphics, smart AI, real physics, etc.).

- Imagine instead, the flighsim only generates the data according to your flight plan:

- If you are flying in a tube-liner at 33,000 feet, it'll only drop in the heavy detail at the departure and arrival airports.

- If you are in a GA, then load up the details on a 150-mile radius around the plane.

Ok, so what happens if the player leaves the area. Well, do a beautiful load screen (check out Assassin's Creed's load screens. ie. the player's character/plane is still active, just the background is in a void).

I know it sounds weird, but if you look at the average flightsimmer, nobody flys around the world every day. Most stick with either short flights, or high-alt tubeliner flights.

And even right now, if you want to switch from Alaska to Hawaii, FS9/FSX still needs to re-load up the scenery.

By doing it this way, you don't need a seamless engine; just a "bigger open world engine"....

anyways, just a thought

-feng
 
Feng,

I had thought thats the way Aces did it in the first place.

You assign your visibility distance in the Display Settings sliders, and go for it. The terrain assembles when it comes into range.

If they were doing it backwards and loading the entire world or continent, then I can see how performance is hindered.

Why load scenery that is 2,000 miles away? I would (if I were making a sim) have a draw circle, and when tile zones came into range, they are activated and rendered. I think that is the 'logical' way to go. (Just like LOD's, but on the Earth Tiles basis).

My humble two cents..




Bill
 
Bjoern...


There is some game engine out that Jess Lambert showed me that was pretty impressive. I think it was nearly freeware or was open source or extremely cheap and had space as well as atmosphere. I tried a basic game in it and it was pretty interesting, but the base structures in the engine were very rough.

One could possibly make up a basic sim and only have say one country to start with and start expanding on that.

Would be a cool science project. An experiment to make ones own Flight Sim, lol..



Bill

I know of two flight sims that are WIP. One http://www.flightgear.org/ is an open source project.

The other http://www.fighterops.com/ is a military sim being developed.
 
Bjoern...

Think outside the box! I keep telling you that, lol...

Walk with me..

<-- sound of foot steps in background

Yay, acid trip/Jim Morrison emulation. :icon_lol:


FS9 and FSX have tons of legacy (antique original code) still in them that are said to not even be used anymore. In programs, you have added on sections, such as Autogen, shaders, maps, the earth mesh or certain terrain zones, etc.

Well, I've demanded a release of FSX's source code a while ago.
But without it, you can't rip any feature from MSFS's engine at all. ;)


There is some game engine out that Jess Lambert showed me that was pretty impressive. I think it was nearly freeware or was open source or extremely cheap and had space as well as atmosphere. I tried a basic game in it and it was pretty interesting, but the base structures in the engine were very rough.

Well, open source engines aren't the worst ones out there.

Check this one out: www.springrts.com



How about a licence deal: Google Earth does all the scenery bits and X-plane does all the flying bits, job done.
:173go1:
Ooh I sense a business opportunity...

Please no! :monkies:
 
Well, I was very impressed with how far FlightGear has come. Very impressive. It still needs alot, but the platform is certainly there.


The Fighter Ops package is looking AWESOME! Their textures and objects are brilliant. Even the ejection seat is too good to be true. Some incredible craftsmanship in that package.


Here are some screenshots from FlightGear.



Bill
 
The Fighter Ops package is looking AWESOME! Their textures and objects are brilliant. Even the ejection seat is too good to be true. Some incredible craftsmanship in that package.
Here are some screenshots from FlightGear.

by looking at the pics you posted, i would disagree. it looks like it was drawn with a sharpie and some pencils
 
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